100 principles of game design / Wendy Despain, editor ; Keyvan Acosta [and others].
- Additional Titles
- One hundred principles of game design
- Published
- Berkeley, Calif. : New Riders, [2013]
- Copyright Date
- ©2013
- Physical Description
- 223 pages : illustrations (some color) ; 26 cm
- Additional Creators
- Despain, Wendy and Acosta, Keyvan
- Contents
- Machine generated contents note: 1.Universal Principles for Game Innovation -- A/Symmetric Play and Synchronicity -- Aces High: Jokers Wild -- Bartie's Player Types -- Cooperative vs. Oppositional -- Fairness -- Feedback Loops -- Gardner's Multiple Intelligences -- Howard's Law of Occult Game Design -- Information -- Lazzaro's Four Keys to Fun -- Making Moves -- MDA: Mechanics, Dynamics, and Aesthetics -- Memory vs. Skill -- Minimax and Maximin -- Nash Equilibrium -- Outcomes: Pareto Optimality -- Payoffs -- Puzzle Development -- Rock, Paper, Scissors -- Seven Universal Emotions -- Skinner Box -- Social Ties -- Tragedy of the Commons -- Transparency -- Vanden Berghe's Five Domains of Play -- Volunteer's Dilemma -- 2.Universal Principles for Game Creation -- The 80/20 Rule -- Brainstorming Methods -- Consumer Surplus -- Core Gameplay Loop -- Define the Problem -- Design by Committee -- Environmental Storytelling -- Experience Design -- Flow -- Four Ways to Be Creative -- Game Genres -- Game Pillars -- Game Tropes -- Gestalt -- House Rules -- Iteration -- Magic Wand -- Metagames -- Objects, Attributes, States -- Ooh, Shiny! -- Paper Prototyping -- Pick Two: Fast, Cheap, Good -- Play Testing -- Problem-Solving Obstacles -- Prototyping -- Risk Assessment -- Supply and Demand -- Synergy -- Theme -- Time and Money -- User-Centered Design -- Wayfinding -- 3.Universal Principles for Game Balancing -- Addiction Pathways -- Attention vs. Perception -- Balancing and Tuning -- Details -- Doubling and Halving -- Economies of Scale -- Errors Players Make -- Errors Without Punishment -- Hick's Law -- Interest Curve -- Learning Curve -- Loss Aversion -- Maslow's Hierarchy of Needs -- Min/Maxing -- Punishment -- Sandbox vs. On Rails -- Ten Minutes of Sustained Attention -- Variable Rewards -- 4.Universal Principles for Troubleshooting -- Advance Organizers -- Affordance Cues -- The Buster Principle -- Cognitive Biases -- Dominant Strategy -- Fitts' Law -- Fundamental Attribution Error -- Golden Ratio -- Griefing -- Hype -- Instant vs. Delayed Gratification -- Krug's First Law of Usability -- Music and Dopamine -- Pacing -- Problem-Solving Approaches -- Satisficing vs. Optimizing -- Sense of Accomplishment -- Spatial Awareness -- Time Dilation -- Working Memory -- Zero-Sum Game.
- Subject(s)
- ISBN
- 9780321902498 (pbk.)
0321902491 (pbk.) - Bibliography Note
- Includes bibliographical references and index.
- Source of Acquisition
- Purchased with funds from the James and Joyce Gettys Libraries Endowment in the Math Library and in the School of Information Sciences and Technology; 2013
- Endowment Note
- James and Joyce Gettys Libraries Endowment in the Math Library and in the School of Information Sciences and Technology
View MARC record | catkey: 10009422